Generally I'm not a big fan of "unlocking" things. Especially if the unlock requirements are tedious and the thing I'm trying to unlock is a "fun toy" that I'd honestly much rather have right from the start of the game. However it has occured to me that dumping a whole bunch of levels with basically as many game modes for each level on the player is probably not the best way to have them "discover/progress" through the game.
So I've decided that I am going to add some rather simple progression requirements to the game. Levels will be gated behind getting a high enough combined score on the levels that are already unlocked. Game modes will be locked behind having a high enough overall score for a given level or having a high enough score in the easier flavour of that game mode. Here's an example:
You start the game with level 0 mode 0 unlocked. To unlock level 0 mode 1 you need to get X kills in level 0 mode 0. To unlock level 1 mode 0 you need to have Y kills across any combination of modes in level 0.
Obviously some modes will have the same unlock requirements or this would get really tedious. The main idea with this system is that the really hard modes like 6 minutes, Lethal Addiction, Floor is Lava(and it's variants) and Boss fight(and it's variants) are only accessible after the player is somewhat familiar with a level. Once you get good at the game you'll probably breeze through the unlock requirements for any level or mode and can just focus on going for high scores.
Now here's some planning for game modes:
reset100: is gonna get renamed to something to indicate that it's endless. Also this mode really needs the progressive spawner working correctly so that the difficulty in it ramps better
noheal1337: I like the idea of having a high HP no healing mode however I think it needs a stronger anti-camping mechanic. Also 1337 HP takes too long to die so I'll probably add a noheal mode with around 500HP? Maybe 512HP maybe 666HP? IDK Might also add the ramping spawns from reset 100 to these modes so that conserving HP is intially easy but get's progressively harder. I can always add a noheal "full house" mode too.
60seconds: isn't going anywhere. It just needs a fixed enemy spawn pattern as the current randomized enemy spawns make success in this mode too random
6 minutes: I don't really see a problem with randomized spawns in this mode because I like to think that over the span of 6 minutes the RNG kinda levels out. Though I might wrong about that
Lethal Addicition: Works really well right now. The timer might be a bit too short but maybe that's the point. I think currently it doesn't use the ideal spawn logic though
Lethal Addicition Progressive: The idea is simple. The time between kills in this mode keeps getting shorter. IDK how much shorter but the idea is that in regular LA you just need to keep a steady pace. In LAP you'd have to keep getting faster and faster until it's physically impossible. I might make it that cool downs and reloads get progressively shorter too.
Floor is Lava: Standing on the floor does damage to the player. Forces a slightly different play style where you really have to "fly" to survive.
World is Lava: if you thought not touching the floor was hard how about not touching ANYTHING solid(this includes enemies).
Floor is Death: So I already did some play testing of floor is lava and I didn't find it hard enough. Floor is death should solve that problem. You will have 1 touch of grace so you can stand on the floor when you spawn but once you stop touching it you won't be able to touch it ever again.
Bossfight: This will ideally be a different boss for each level. But I might run out good ideas for them.
Endless Bosses: The idea here is simple. What if I just add the boss into the usual mix of mobs they just have a long re-spawn timer. Maybe with somewhat tweaked spawn logic so you can try clear the arena out before the boss spawns.
X/Y/Z killsProgressive: get X/Y/Z kills as quickly as possible but enemy spawns ramp up as you kill them. The 100 kills mode here is gonna be a lot harder to finish since you'll spend more time in the arena with a lot of enemies This mode needs fixed spawn patterns
X/Y/Z killsFullHouse: get X/Y/Z kills as quickly as possible but the arena is at max enemy capacity the whole time.
X/Y/Z Kills + Bossfight: The idea is simple. Get X/Y/Z kills and then kill the boss as fast as possible. This mode also needs fixed spawn patterns
Race Mode: isn't going anywhere and won't have any unlock requirements.
Obviously the floor is lava modes will get mixed with other modes like 6 minutes/X kills/noheal/lethal addiction. I also realize that this might seem like a lot of bloat but if I were to implement floor is lava as just a check box on the main menu it would still end up creating the same effect as I'd have to track the floor is lava scores as their own game modes anyway. Also this is a single player game. So unlike multiplayer games where too many game modes can dilute the player base to the point that you can't get into a match. Here it doesn't matter how many modes there are because the game is single player. I currently really like playing 6minutes but sometimes I want more of a challenge or a different kind of challenge and that's the whole point of having a ton of game modes. Want to spend more time thinking about how you move? Floor is lava modes do that. Want to worry less about healing? No heal and the 60 seconds mode do that. So while it does feel a bit weird to be making all this "variants" of the game. I think it's a good idea. Plus if the modes unlock based on how well you do in them it'll give the game some sense of progression.
Also the game mode names aren't final.
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